Started off real strong, but from the fugly stone head flyby scene onwards it was all downhill - except for the rather nice looking cloud scene in the middle. Liked this more than previous Pyrotech things though, so let's see about the next one..

I am not a fan of this one but that's no reason to thumb it down. It had promise with a really great opening scene but after the title came up it just completely lost it's way. Then the music turned bad and there were these raytraced balls (what?) and a lovely airship model that I could barely see. It seemed like everything was just thrown out there and tied together with a superficial theme.

A little short (at least it felt that way). I fear we're getting something like a Radio-Edit for demos, ending at 3.30 minutes average. (Some people might actually be able to watch a demo with full focus longer than that timespan) Anyway, the start was really beautiful and there was a great potential for storytelling in it. You should have went with that idea a little more. The sphere scene was totally misplaced and produced a WTF, killing the atmo"sphere".... But in the end, still a very enjoyable ride.

Setting a fantastic mood
Goodlooking scene with the ufo entering the atmosphere!
Aliens settled in a face, that now responds ... WTF?!
Can't seem to place the blimb into the story. Nice model, though. But why the "old TV"-shading all of a sudden?!
Blimb touches down at a house in country-side ... (remember this for future reference)
Ratraced balls?!? WTF?!
Blimb touches down inside an urban environment. What did it do in the country side just before, then?! As for guidance? ;)

All in all - the entire demo is just sooooo close to be perfectly awesome, but when you decide on a design that obviously tries to tell a story - be true to it all the way through. Also if it means cutting out entire scenes that someone might have spent countless hours to create or if models simply doesn't fit into the story of the production. I'm not saying there's something wrong with not having a story/direction per say, and I'm not saying all productions should even be coherent. But in my opinion, they always have to be true to the concept they're trying to fulfill, and this one certainly starts out one way, and looses it more and more along the way. Ferris actually put it quite well.

The music isn't exactly my cup of tea. It seems somewhat uninspired and the leads are pretty basic. The part with guitar lead and rock'ish backing guitar at the end is the only interesting part, but instruments and mixing/mastering could definately use a little more attention. When there's no size restrictions, I think one can fairly expect a bit more from a soundtrack.

I wouldn't go as far as to thumb this down as some do, and the amount for effort this must have taken is worth the thumb up alone. As I write initially - the demo is very close to being down right awesome, so the above things are just something, that to me prevents it from being so :)

It saddens/annoys me that the Pyrotech guys have been around for over 10 years, KNOW how to code, KNOW how to make graphics and KNOW how to make demos -- and yet, seeminly, haven't learned diddly squat about how to convey neither emotion nor tell a story. From beginning to end, I have no idea what's going on -- it's more or less an utter mess of a thousand ideas (and no really good ones), and well... seriously -- get a grip :)

Apart from that, this is a damn solid prod, and although the music might not be my preference, it isn't bad.

Impressive visuals, some of the best 3d modelling in recent demos and the textures are pretty great too. But oh god WHY didn't you make something substantive out of them instead of this incoherent mess. I don't really like the music either, seems like it's at least the third time I've heard the same track in your demo... Lots of potential, but all lost in the vexing lack of direction.

IMO, our best prod yet again. It's difficult to find time for this hobby, usually ends up just boozing around, so each of us created whatever they wanted and the result is easily incoherent mess. No prob. At least it was fun again. Dx9 is getting old, and we should refresh ourselves, at least techwise.

Also, the balls scene is our first real raytracer. Even if it doesn't fit to the theme, there was much effort by Pharaffin there, and I argue it should be in. We had idea to create "helium scene" for the blimp, but time ran out.

It started very nicely. The first minute is great, I really loved it, it perfectly sets the mood. The rest of the demo is nice, but it looks like it's trying to tell a story, and I didn't get it. The music is quite good, I also enjoyed the postprocessing, but camera and direction need much more work. You guys have the potential to do something really good!

Oh, and please get rid of the raytraced spheres! It really ruins the demo.

Er... well. Overall a nice demo, keep up the good work! :) But I can't neglect the fact that it's over 200 mbytes, and a good quality HD video version would actually be smaller. :P Also sometimes it's unreasonably slow for this kind of visuals (on 3GHz quad Athlon + GeForece GTX670). Nice effort anyway. :)